Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University

Shannon L. Farrell, Amy E. Neeser, Carolyn Bishoff


Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semistructured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate access to games and technology. A total of 28 interviewees used games in research, and 23 used games in teaching. We identified a variety of information and technology needs; many showed strong disciplinary trends. The findings can inform needs-based multidisciplinary strategies to develop video game services and collections relevant to unique academic communities.

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Copyright Shannon L. Farrell, Amy E. Neeser, Carolyn Bishoff

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